Casting as a move action?

Vrecknidj

Explorer
There are all these different kinds of actions in the game now: full-round, standard, move, swift, free, etc.

If there were a metamagic feat that allowed a spell to be cast as a move action instead of a standard action, what kind of limitations should be imposed? Should the spell be cast from a higher level slot (as is the case with most such spells)? Should the caster be limited to only doing it so many times per day? Should the caster be prevented from combining it with another spell in the same round (except for a Quickened spell)? In this last case, the caster could still attack, or drink a potion, for example.

I'm looking for good alternative ideas here. The one that's most consistent with the core rules is to say that it costs a slot +2, or whatever. But I know there are interesting variants in some of your minds and I'd like to see them.

Thanks,

Dave
 

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+3 slot, counts as a the one spell, which can be cast as a free action (even though it's a move action) each round (like Quicken, Swift, Immediate).

Bye
Thanee
 

I agree with Thanee, +3 and you cannot use it in the same round with a Quickened, or otherwise you can use the quicken but not the regular spell; IOW not more than 2 spells per round.
 

How about this, as an alternative?

Move-Action Spell
Prerequisite: At least one other metamagic feat.
Benefit: You can cast a spell as a move action. Doing so takes up a slot two levels higher than normal. In a round when you cast a Move-Action spell, you cannot cast another spell with your available standard action (though you can, of course, attack, or drink a potion, or engage in another action that takes the time of a standard action). You can still manage a Quickened spell in such a round.

The +2 modifier still limits it from being too over-the-top, the no-other-spell-unless-Quickened requirement prevents the three-spells-in-a-round fiasco, and this then becomes very useful for things like True Strike, but also for casting a spell and then using a magic item.

Dave
 


Vrecknidj said:
The +2 modifier still limits it from being too over-the-top, the no-other-spell-unless-Quickened requirement prevents the three-spells-in-a-round fiasco, and this then becomes very useful for things like True Strike, but also for casting a spell and then using a magic item.

Yeah, balance-wise, this would be ok, but I don't like the idea to say "no spellcasting with your standard action" at all, while you are still allowed to cast a quickened spell.

Maybe make it that no other spell can be cast during the same round (neither before nor after), that would at least sound somewhat feasible. :)

Bye
Thanee
 

I developed the following feats (posted on Sean Reynolds boards) (Edit: I had great input from others)

It may not be exactly as your looking for, but may give you food for thought.

Casting on the Run
 
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Broken? That feat is so bad, that I feel sorry for any spellcaster who learns it.

I'd rather cast Expeditious Retreat or Fly instead of learning four feats, which are next to useless for a spellcaster. ;)

Bye
Thanee
 

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